Tuesday, March 9, 2010

Frogs - a new power source?

There - a new slimy creature pulled out of the sleeve. Together with working on this eighth creature I have started some effort in spreading the word about this blog. There are now enough critters here so that any visitor can judge the place, and see if it is worthwhile following. I want to express my sincere thanks to Puple Pawn, Hero Press, and Greywulf's Lair for writing about it. Perhaps it has been mentioned elsewhere, but those are the places I know about. Okay, so any suggestions on the next creature? Perhaps somebody would like to purpose a category or direction? What kind or creatures do you miss, so far? Anything bothersome or annoying about what I’ve so far created? Your opinions are very welcome here, as I hope you will welcome the Mellion Trollfrog.



≡MELLION TROLLFROG≡




------GENERAL-----------------------------------------
CATEGORY: Amphibian (Plant)
TERRAIN: Deciduous forests, jungles, marshes, and stale waters
FOOD: Carnivore
AGGRESSION: Normal to high
SIZE: 4 feet (120cm), without the weed
NUMBERS: 1-40


------CHARACTERISTICS-----------------------------
STRENGTH: 2-9
AGILITY: 12-24
ENDURANCE: 4-24
INTELLIGENCE: 2
MENTAL RESILIENCE: 1-3
CHARM: 0
(If stats of a human ranges from 3 to 18)

SPEED: Running x 1, Swimming x 3
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 3-10
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 2
HEAD: 3
BACK LEGS: 2
FRONT LEGS: 2
CHEST: 2
BACK: 3
(If Full Plate Armour is 10)

The Trollfrog has a slippery, elastic skin that gives it a little protection. The areas covered (usually back and head) by the weed are tougher. The weed parasite can’t be killed in itself, since it is part of the genetic code of the host creature. If carved off it will grow back again.


------ATTACKS/DAMAGE---------------------------
1 BITE: 1-6
2 SLAPS: 1-3
(If a Long Sword makes a damage of 1-8)

The only potent natural weapon of the Trollfrog is its jaws. The Trollfrog tends to rely heavily on electrical powers when attacked by larger and armed creatures.


------POWERS/EFFECT-------------------------------
ELECTRIC CHARGE: The Trollfrog can send out electrical charges at will. These do 4-12 points of damage to all within three feet (90 cm) of the creature. When injured a Trollfrog lets go of such a charge automatically as a means of defence. A fully charged frog can manage 9 such charges before it needs refilling in the form of lightning, or other strong electrical sources.

LIGHTNING BOLT: When desirable the Trollfrog can discharge the electricity in the form of a bolt. The bolt travels up to 20 yards (18 meters) and does 8-24 points of damage. One bolt drains the same amount of power as three normal charges.


------DESCRIPTION------------------------------------
In some of the still and murky waters of the world, a weed grows that is like no other. Dark and leathery it can live for eons, lying in wait for a suitable life form on which to sponge upon. When that happens it ensnares it, and smothers it. In a very short time it probes and finds an entryway into the body. Once inside it starts to change the host in a remarkable fashion. Through biochemical substances it takes control, and the host creature is resurrected. Every cell goes through transformation, and within a few hours a new life form is born. This genetic combination works much like the ensnared creature, but is now governed and kept alive by the sea-weed.

Strengthened by a host the weeds attract the lightning of thunder. They can store electrical power, deliver electrical charges, and shoot minor bolts of lightning. Through electricity the host is kept animated and strong, even when the brain and organs are weakened by the parasite. The weed doesn’t kill its host, but makes sure it eats for two, so that the weed can grow and that the creature can mate.

This parasitic transformation affects DNA, and the offspring of the victim is born with a weed parasite inside of them. The weed attacks a number of different creatures, but has been most successful with what was once the Mellion Frog, now called Trollfrog. The original species is extinct and only the Trollfrog remain. Once a year the Trollfrogs shed parts of the parasites in a suitable watery area, so that the parasite can spread. The weed favours sponging upon land-living creatures, which enables it to multiply over wider areas. It does attack humans, but unless dazed, drowning, or otherwise weakened, fully grown humans have little problems disentangling themselves before the weed manages to smother them. Luckily, human beings rarely swim in the murky waters preferred by the seaweed.

The Mellion Trollfrog can be found mainly in leafy forested areas and big marshlands, but may roam over greater areas to find new waters for their leathery masters. They become ecstatic and join in great numbers in storms of lightning and thunder. Their intelligence is like that of a smart dog, and they move about semi-erect on land, leaping now and then to avoid obstacles, and when attacking prey. They eat mainly smaller creatures, like hares, squirrels, badgers, snakes, etc. But when in greater numbers the can attack elks, bears and other larger creatures. In some cases Trollfrogs have been known to catch victims alive, only to sink them down into the waters where the dark seaweed grows. They give off a deep bellowing sound when agitated, and they have a constantly crazed look upon their faces, as if in great pain or in a violent madness.

In the winter the Mellion Trollfrogs rest upon the bottom of lakes and deep marshes. They go, like many other frogs, into a hibernating state, and stay so until springtime. They lay eggs in the early summer, but unlike normal sized frogs, the eggs of a Trollfrog are only five-fifteen in number. The tadpoles, which are about four inches (10 cm) at birth, can already unleash discouraging electrical charges, and are thereby safe from most predators. Unluckily, some dark guilds of man have discovered that eating only small pieces of the flesh of such a tadpole (before they reach full frog state) makes the consumer vulnerable to the weed infection. Thus infected the consumer normally dies, but in some cases the cells are transformed correctly, and the weed starts to grow out of the victim’s flesh. A being transformed in such a manner looses all will and is “zombified” by the weed parasite. In this case the full transformation takes about three weeks. If there are cures or not is up to the Game Master.

The slimy skin and electrical properties of the Trollfrogs make them extremely hard to catch, and attacking them with weapons of steel can send strong electrical charges up the arm of the attacker. A Trollfrog can live for 200 years. They reach adulthood in 10 years, and male and female differ little from each other. The colours of their skin tend to darken in the autumn, and reach their most vivid at midsummer. Trollfrogs are constantly hungry, and very active as long as the temperature stays above freezing. The creatures can hold their breath for up to twenty minutes.



© Copyright 2010 - Nicholas Cloister

Friday, March 5, 2010

Thieves in fine fur

A little quicker this time, right!? Here is the first playable race among these creatures, so I added some equipment and clothing to give it some "character". A strange type of beings with unknown origins, that might attract players that are drawn to thieves. Give it a read and see what you think. I understand that some of those who visit this blog never bother about the text. That is expected of course, in these speedy Internet days, but the description is as important to me as the artwork, and I do think they enhance each other. What do you think? No comments yet... Are you afraid to mess up the Bestiary? ;) Well, as long as you enjoy what you see AND read, I'm happy to supply.



≡JARMA-LOH≡




------GENERAL-----------------------------------------
CATEGORY: Two-legged Mammal
TERRAIN: Any
FOOD: Omnivore
AGGRESSION: Controlled
SIZE: 4-5 feet (120-150 cm)
NUMBERS: 1-20


------CHARACTERISTICS-----------------------------
STRENGTH: 3-13
AGILITY: 6-24
ENDURANCE: 3-20
INTELLIGENCE: 6-18
MENTAL RESILIENCE: 6-18
CHARM: 3-18
(If stats of human ranges from 3 to 18)

SPEED: Running x 1
(Multiple is times human speed)

MAGIC POWER: 5-10
(Ranges from 0-100)

HIT POINTS: 3-13
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 2
HEAD: 2
LEGS: 2
ARMS: 2
CHEST: 2
BACK: 2
TAIL: 2
(If Full Plate Armour is 10)

The Jarma-Loh have a thick fur and hard skin for natural protection. In addition to which they can wear armour of any kind, but usually stay away from the heavier sorts. They tend to prefer swiftness and agility to a cumbersome defence.


------ATTACKS/DAMAGE---------------------------
1 ANTLER GORE: 1-4
2 FISTS: 1-3
2 KICKS: 1-4
1 BITE: 1-4
(If a Long Sword makes a damage of 1-8)

The Jarma-Loh have several natural weapons but will use these only when no actual weapons are available, or when an armed attack is uncalled for, like in a common street brawl. In non-lethal situations they avoid goring and biting their opponents. The Jarma-Loh are civilized creatures that normally try to blend in with the civilization at hand.


------POWERS/EFFECT-------------------------------
SCENT OUT MINERALS: The ability to actually smell out minerals from a distance is unique to the Jarma-Loh. It can determine the location, type, quality, and amount from about 200 yards. The creatures are oftenly hired by mining-companies and many Jarma-Lohs start mining operations themselves.

UNDERSTAND LANGUAGES: Though normal learners when it comes to language, the Jarma-Loh have an eerie power of understanding what’s being said, even though they do not speak the language in question. If a test roll of intelligence is successful 10-50% of what’s being said will be understood by the creature. If the roll is really good, the full meaning of what’s said will be comprehended. This ability may only be used once a day per conversation or speaker.

LEARN MINOR MAGIC: Jarma-Loh can learn simple magic, no matter what their choice of profession. This is an innate understanding of “survival magic”, like starting fires, opening locks, ventriloquism, eavesdropping, and producing minor illusions. Exactly what kind of spells should be regarded as minor is up to the Game Master, but shooting fireballs, and summoning elementals are definitely out of the intended range.


------DESCRIPTION------------------------------------
The Jarma-Loh have no culture or civilazation of their own. If there was once such a thing as Jarma-Loh societies they are now gone, and the race is scattered. Most live by themselves, while others group together in families or small clans.

The creatures have a human level intelligence and a corresponding emotional life. What differs them from human beings is primarily that they are quite happy by themselves, and don’t mind being scattered as a race. Nor do they react nearly as strongly to mockery, harassment or even persecution, which they are quite used to. The Jarma-Loh are hardy survivors that never misses an opportunity, and most of them do well in life.

Secondarily they differ from humans in their strong desire for treasure and riches. Few Jarma-Loh prioritize any other goal in life than wealth. Gems especially draw their attention, and with their ability to sniff out every kind of mineral, they usually find them. This obsession with treasure draw many Jarma-Loh into thievery, and excellent thieves they do make. Their short stature and agile bodies are perfect when sneaking through the darkness of night. Most Jarma-Loh also have a natural nose for business and are quick at picking up social codes and etiquette. There have been more than a couple Jarma-Loh serving as royal advisors and agents.

Perhaps it is the lack of a culture of their own that make the Jarma-Loh so keen on achievement and wealth. Whatever the cause, few beings are so well equipped for personal gain as the Jarma-Loh. The strange look of these creatures is and have been a burden for them - another cause for the way of the rouge – but unless they are banished as a race from a country, they tend to stay, survive, and accomplish what they aim for.

The Jarma-Loh live to be about 50 years old. They don’t respond very well to liquor (tends to turn aggressive), and heavier drugs are not common among them. The females carry their young for three months only, so if they had been more inclined to making families, their offspring could have been plenty. They have little understanding of music, and eating the meat raw instead of cooked is no big difference to them. This doesn’t stop them from distinguishing a good musical performance from a bad one, and they are not ignorant when presented with a fine meal. It is just that the Jarma-Loh prefers fine clothing, jewellery, luxurious tapestries, and over-adorned furniture. They would rather eat raw potatoes with silver cutlery than having a fine steak on a pewter plate. They love and would gladly join in on any kind of adventure, just as long as there is a promise of wealth at the end of it. They simply cannot get rich enough.

These creatures are mostly found in cities and larger townships, where opportunities are many, and wealth more common. If successful the Jarma-Loh might withdraw to a countryside castle when older, since their social life is mainly a means to their personal wealth. However, just like human beings, all Jarma-Loh are different, and some differ more than others from the norm. If a player chooses to play a Jarma-Loh character, it may of course stray from typical race behaviour, if that is desirable. A normal Jarma-Loh will be rather fearless of most situations, except when its valuables are at risk.



© Copyright 2010 - Nicholas Cloister

Wednesday, February 17, 2010

Miniature creatures - a real threat.

As I suspected in my last entry, several weeks ago I was called upon by a company to produce a lot of artwork. Hundreds of 150 pixel sized images (characters, creatures, weapons, items etc) has hindered me from continuing my beloved blog. Please don't get me wrong. The work I've been doing has been real fun, but it is typical that when you finally decide what you want to do, all kinds of opportunities suddenly open up. So, the small creatures and stuff I've been working on has been, and is a threat to the continuity of this blog. But hopefully, I will get little breaks now and then to make larger sized creatures and add them to the other beasts. I actually finished the creature below in early January, but only now did I find the time to add some writing to it. Unfortunately I can't promise a new creature every week, as I would like to. But this is definitely not the last one. Enjoy!



≡LAMMATHEN≡




------GENERAL-----------------------------------------
CATEGORY: Undead / Magical
TERRAIN: Deep woods
FOOD: None
AGGRESSION: Varies
SIZE: 8’ 8” (264 cm) head
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 20-25
AGILITY: 5-10
ENDURANCE: 20-25
INTELLIGENCE: 15-18
MENTAL RESILIENCE: 3-25 (varies)
CHARM: 1-3
(If stats of human ranges from 3 to 18)

SPEED: Running x 2
(Multiple is times human speed)

MAGIC POWER: 50-60
(Ranges from 0-100)

HIT POINTS: 40-50
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 6
FRONT LEGS: 6
BACK LEGS: 6
CHEST: 4
BACK: 6
(If Full Plate Armour is 10)

The Lammathen can only be wounded by silver or magical weapons. With silver its legs can be broken, and the head can be crushed or severed, but only the spirit core of its chest is prone to actual wounding, and termination.


------ATTACKS/DAMAGE---------------------------
2 CLAWS: 1-4
2 HOOVES: 2-7
1 BITE: 2-6
(If a Long Sword makes a damage of 1-8)

The Lammathen tend to avoid physical combat, and uses primarily spells and special abilities to fight its opponents.


------POWERS/EFFECT-------------------------------
CONTROL WOODLAND CREATURES: Though undead the Lammathen retain their ability to control the nearby woods at will. This power includes summoning and mastering all non-intelligent creatures in the vicinity, including everything from flesh-eating plants, to insects and greater beasts like bears and reptiles. The Lammathen do this instantly and without effort. Every living thing with the ability to move, within four square miles (10 square kilometres), is affected and follows the will of the Lammathen with no consideration for self preservation. This doesn’t include the pets of player characters, or creatures temporarily visiting the area. Druids, rangers and other classes related to religion and nature can be given a chance of turning hostile creatures.

CREATE DARKNESS: This spell-like ability is also managed at will and generates a dense, black, and eerie mist that also covers four square miles. All rules applicable to blindness should be used here. The mist goes from light to fully blinding in one minute and stays as long as the Lammathen desires or lives. Spells creating winds and similar effects may be used to lessen the impact of the darkness.


------DESCRIPTION------------------------------------
Initially blessed and wondrous creatures of the deep woods, much like the Unicorns, the Lammathen are now a twisted version of their former selves. It is said that once, a long time ago; a great power managed to win their trust and lured them out of the woods to aid in what seemed a noble cause. Betrayed and vulnerable outside their natural habitat all the Lammathen were horribly slain.

Being magical in nature the creatures never really died. One year after their doomsday all the Lammathen arose from the dead, and made their way back into the core of the woods in great confusion. To this day the minds of the Lammathen are trapped in their dark fate. They live on but with no real purpose. Befuddled and saddened they keep mostly to themselves. Schizophrenic and frightened they are fickle and erratic. Some days they remember their nature, and do what they can to keep the forest alive, and free from dark powers. While other days they charge all that come in their way and unleash mighty spells of darkness, learned from their time among the dead. Vengeful without an enemy to absorb their aggression, the Lammathen are thrown at times into a state of agony, pain and great fury.

Exactly what kind of spells the Lammathen knows, and remembers, on any certain day is up to the Game Master. It is suggested that they are a combination of druid-like healing and elemental spells, and death-related spells of destruction and summoning. Whatever the choice they should preferably reflect the two-sided temperament and tale of the Lammathen.

The Lammathen are drawn to, and intimately connected to the very centre of the forest where it lives. A forest with a Lammathen at its spiritual heart is basically reflecting the creature’s mood. As centuries pass the woods turn ever more into the likeness of its Lammathen guest, and such forests turn hazardous and chaotic, especially near the Lammathen lair. This is usually close to a dark pond where the creature can mirror itself to be reminded of the truth of their story.

The creatures don’t eat. They seek nothing but peace of mind, and true death. They find no likeness in other undead, and avoid mingling in the affairs of others. They might interfere with interests entering their woods, but what cause of action they’ll take is very uncertain. The only way to destroy a Lammathen is to stick a powerful weapon of silver or magic into its glowing chest. As long as that spark of unnatural life still remains, the Lammathen will find no rest. Even if destroyed, it is uncertain if the Lammathen stays among the dead for very long.




© Copyright 2010 - Nicholas Cloister